List | Feature |
Ability |
***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218) |
Ability |
***Paralyzing Shriek*** This ability requires those within 5 meters of the emitter to make an opposed roll between their Willpower and the monster's Paralyzing Shriek skill.Victim is unable physically to move. If it affects the whole body, the character cannot move at all. |
Ability |
***Allergy*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not. |
Ability |
***Grappler*** Successful attack = Grapple + damage. Parried attack = Grip vs opponent limb or Pin Weapon on weapon. Uses brawn to resist victim breaking free. (Mythras Core 214-218) |
Ability |
***Aquatic*** Breathes water. If taken out of water and their breathing organs allowed to dry out, begin to suffocate after their CON in minutes if remaining passive or half that time if moving or fighting. (Mythras Core 214-218) |
Ability |
***Paralyzing Shriek*** This ability requires those within 5 meters of the emitter to make an opposed roll between their Willpower and the monster's Paralyzing Shriek skill.Victim is unable physically to move. If it affects the whole body, the character cannot move at all. |
Faerie Magic |
***Faerie Stealth***
Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power.
Source: Bestiaire Faerique |
Ability |
***Leaper*** The creature uses Leaping attacks as described on page 152 of the Combat chapter, but can combine the leap with a physical attack such as a claw or bite. If the leaping creature wins the opposed leap attack roll, it automatically inflicts damage for one of its natural weapons on the target. This damage cannot be parried except by Passive Blocking. |
Ability |
**Faerie Resistance**
Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level. |
Ability |
***Venomous*** Has a venomous attack. May use Inject Venom Special effect |
Ability |
**Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*.
*Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled
*Zone:* The power affects all targets within the specified radius.
Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions.
*Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour.
Source: Bestiaire Faerique |
Basic Poison |
Paralysis: Condition: Victim is unable physically to move. The affected area, if a location, cannot be used for the duration. If it affects the whole body, the character cannot move at all. Mythras pg 75 |